I’ve only played the free version, but I can say this game is AMAZING.
I know it’s not everyone’s cup of tea, but as an (extremely casual) Slay the Spire player and very general enjoyer of card games, this game really feels good with being balanced and introducing systems and circumstances where you can very easily fall into deck building traps if you’re not careful.
(I use the word Layer to describe each “Realm” or “Level”)
Now I know that you’re going for a Slay the Spire style game and that in Slay the Spire you don’t really have continued progression… that being said, I would absolutely love it if even something minor could be added just to give a bit of a nudge to the player to keep going. So far I’ve played five playthroughs, two of which ended on Layer 2 and the other three ending on Layer 3. To give yourself the best chance you should definitely go through every room in a Layer, however this is also very time consuming. An hour of game time, deck building, and really getting a build together, all to be killed in about 30 seconds because of two bad hands and a couple big attacks from the enemy…
Which is fine! Things like this happen, it’s a part of the game. But it would certainly sting a lot less if there was even a very minor thing I could upgrade for my character. “Leveling Up” with a character and being able to choose between +3 Starting Health, +1 Starting Capacity, or +10 Starting Gold. I know the game is meant to be a balanced experience where you CAN complete it on your first playthrough, but at the same time it can certainly be exhausting after multiple hours and these minor buffs wouldn’t do too much while giving the players a sense of desiring to continue.
Or even if it’s not a direct upgrade, just more options becoming available is good. Getting a new potential Background option when making your character (You could also just remove some current options and then add them as unlockable options later, I won’t tell >:3c ) Or new unlockables for shop items, so on and so forth.
I would say that’s my biggest gripe, but all in all this is a great game and I’m really looking forward to seeing more. There’s still a lot more with abilities and otherwise I need to figure out… Good thing there’s a whole in game dictionary to guide me through! Thank you Devs!
If you are talking about slay the spire maybe it could be something like a new character, or knowledge due to an interaction that may affect future runs, for example you have found a girl in the last floor and she tells you that she left her doll in a ruined cart, that event is from floor 1, so when you return to that cart you will have an extra option to search for the doll, and getting a relic in return. What do you think?
Really like what there is so far, and looking forward to the game’s development!
I did manage to get a win, and uh. I think Entralled Blessing (which I assume should be called Enthralled Blessing ?) should probably not double every time you use, or have a cap of some kind. You can kinda completely break the game with it and reach numbers the game definitely isn’t designed around. It was fun to have a run where I definitely reached the highest possible weight though!
The Swamp Witch is bugged. She only gave out the Dazed cards. At some point I was at 2500kg and overstuffed was at 6000. Had to end the game there.
Not sure if this is a bug or not:
The fight against the Crazy Alchemist is insane. He debuffs you until you can only do 1 or 2 damage. It took me about 30min. to win that fight and I only won because I had that heart that can revive you after you die for the first time.
rewardbossrelic is a passage that doesn’t exist. Is there a passage that gives you a special relic for doing this certain thing after this boss that’s missing/misnamed?
The game is too difficult, it’s too poorly balanced, and it needs additional modes.
The previous version, 1.03, was much more enjoyable to play.
Moreover, defense points should carry over to subsequent rounds and not disappear for unexplained reasons.
Moreover, defense points should carry over to subsequent rounds and not disappear for unexplained reasons.
Currently, version 1.13 is unplayable.
Please specify difficulty levels or godmode.
Defense Points carrying over was a bug, I believe. In Slay the Spire, the source of inspiration, block points represent the player character reading and countering the enemy’s attacks in that specific exchange of blows. Then they go away, because once the enemy’s finished their attack, you need to make a new movement to block their next one.
Slay the Spire requires the use of relics and powers to preserve the amount of block you have between rounds.
i will admit the concept is cool and fun but holy jesus its unnecessarily hard, i havent been able to get past layer 2 because either i hit the boss with enough damage that for some reason the game bugged and thought i died, or one of the random enemies ends up being able to do 76 damage on their second turn. Like it really feels like a very risky gamble with the encounters where either you get some moderate loot or you end up losing half hp in a single attack. like PLEEEASEE give some balancing
Hey, creator. I know it might look like a lot of people complaining about your game and they are, but no one here is saying “this sucks” straight up. You have so many people playing it a ton and then sharing that they want to see the game grow. Keep up the good work! You’re so close!
oh i know its not my first roguelike, the thing is that its not really cool to see an enemy go from being able to deal 20 damage to 70 in literally just 2 turns, and then see that same enemy go to deal also 90 in its next turn with very little ways to reduce it unless you nuke the enemy
Thanks for your playing. Just an update of progress, I am currently working on redraft of flavor text for most(if not all) of the enemies. Text of waiting in map, openning up chest and some specific event is scheduled to be redrafted.
After finish all the polishment, we will head on to make a major balance for the game. As I had received from the response, the current problem of game design is mostly incoordination of attack and defense. Late game enemies have too much HP which cause most attack cards to be inefficient, while the high attack intentions make defense very challenging. I am fully aware of this drawback, and will change it in the next significant update.
If you any suggestions on game design, I am glad to hear. By the way, is it necessary to open a discord chatroom for that? I do not use it very often actually.
2025.8.29 version1.2 update
The v1.2 update for Into the Depths is finally here!
This version focus on balance adjustments, content expansion, and overall polish across the first four floors of the game. The detailed content can be seen from last post.
Beside, I think it’s time to open up a discord server as I would like to hear your thoughts directly. I’m still pretty new to Discord myself, so things may be a bit rough around the edges at first. I apologize fot that. There is the invitation link: Discord
Overhauled all enemy encounter, victory, and defeat texts.
Reworked all relic icons for consistent style.
Added a “Return to start of combat” button after defeat.
Added flavor texts for both the map and the shelter.
Balance Adjustments
Slowed down weight gain.
Tweaked attribute scaling with weight.
Poison damage can now be blocked; its resolution order is now after Acid.
Reduced gold rewards from normal and elite enemies.
Events & Fixes
In the Candy House event, damage from Overstuff now resolves immediately.
Strength gained from Drug Peddler Event reduced to 1.
Fixed a bug where post-battle Fullness calculation was based on temporary Capacity.
Fixed an error in the Magic Bean event that get stuck when Speed was too low.
Fixed a bug where Impaler’s Armband could only hit up to three enemies.
Fixed an issue where the Aglaea event chain, once triggered, could bypass sequence requirements.
Fixed a bug where Inner Desire, when played and sent to the discard pile, would not reset its cost at the end of the turn.
Fixed a bug where the Swamp Witch’s intention did not match her actual number of attack hits.
Fixed a bug where skill cards from the Harpy Opera Anthology remained at 0 cost if not played.
Fixed an error with Chimera’s intention display.
Fixed a bug where Dragonfire triggered multiple times.
Fixed a bug where Inherent cards did not occupy draw slots in the starting hand.
Fixed a bug where the Blood Vial did not properly prevent damage.
Fixed a bug where you could still accept merchants’ offer at the shop without enough gold.
Fixed a bug where the Mutation Curse did not correctly shuffle in Stun cards.
Fixed a bug where viewing the map would change the current page.
Added two new generic events.
Enemy Adjustments
Orc Warlord: HP increased to 240; buff intent now also grants +20 Block.
Fallen Adventurer: +1 Resilience; buff changed to +1 Strength and gain 20 Block; Smash now applies 2 Vulnerable; Feast changed to Plunder 15 Satiety and restore 15 HP.
Stray Magician: Defense intent increased to 16 Block; Cursed Flame intent now also applies 2 Weak.
Living Cake: HP increased to 32; Speed increased to 14.
Mother of Cakes: Removed Block intent; now applies 2 Weak to the player. Feed attack damage increased to 16.
Homeless Witch: Removed Slow intent; now applies 3 Dragonfire instead.
Guilty Knight : Removed buff intent; now deals 10 damage and applies 2 Weak.
Cult Priest: Ritual reduced to 2 stacks.
Colin the Chef: Buff changed to: self +4 Strength, Waiters +2 Speed and 12 Block. Light Strike damage reduced by 1; Heavy Strike damage increased by 1.
Origin Cake: Curse threshold reduced to 3 stacks; HP reduced to 320; Speed reduced to 3; gains innate Feed status.
Harpy: Shuffled Dazed cards reduced to 2; Combo damage reduced to 7×2; Claw damage reduced to 8; now encountered in groups of 3.
Miasma Soldier Ant: Wall Building changed to providing Block to all enemies, reduced to 7.
Afterglow-Spewing Beetle: Base damage reduced to 7/12.
Slime Mold Blobs: HP reduced to 150; Resilience reduced to 0; Spore Spread plague reduced to 4; buff no longer grants Strength, but healing increased to 25.
Swamp Witch: Shuffled cards changed to 2 Dazed and 2 Food. Attacks that cause Overeating now also apply Weak and Card Draw Reduction.
Carrion Drake: HP reduced to 225; buff Strength reduced to +4, but Block increased to 20. Tail Whip deals 17 and applies 5 Vulnerable; Heavy Strike reduced to 35; Dragon Bite deals 13 and applies 3 Plague.
Misty Witch: Speed increased to 14; Feed base attack increased to 8, with number of hits equal to Mist stacks +1.
Fungal Guardian: HP reduced to 300; Speed reduced to 6; Resilience reduced to 1.
Lamia: HP increased to 160; now has innate 15 Regeneration.
Clerical Beast: Resilience reduced to 1; Stun application increased to 3; Metabolism stacks increased to 3.
Dragonblood Knight: Resilience reduced to 2; HP reduced to 200.
Ghost of the Truth: Poison intent changed to apply 2 stacks of Poison 15; attack intent changed to Fullness attack; debuff changed from Vulnerable to Heavy.
Butter Shooter: Attack damage increased to 10.
Ham Fighter: Speed reduced to 8.
Lettuce Priest: Group heal increased to 40.
Fallen Vampire: HP reduced to 140.
Web of Arachne: HP reduced to 150.
Bishop of Filthy Blood: HP reduced to 300.
Dragon of Gluttony: HP reduced to 800; Resilience reduced to 4; intents completely reworked.
Azul, Djinn in Glass: HP increased to 300; gained new action intent; both Satiety and Physical attacks now deal damage equal to the higher of 30 or their normal value.
Chimera: Each head HP reduced to 250; Resilience reduced to 0.
Chimera Lion Head: Buff Strength reduced to +1.
Chimera Serpent Head: Poison increased to 8; Plague reduced to 3.
Relic Adjustments
Serpent Stomach: Capacity increase reduced to 6.
Alchemist’s Mask: Now grants immunity to Weak and Plague.
Experimental Robe: Now grants immunity to Frail and Acid.
Symbiosis Blessing: Effect changed – replaces Fairy’s Blessing. HP loss from exceeding Satiety cap reduced by 8; Overstuff damage can now be blocked.
Gilded Bowl: Effect changed – at end of turn, shuffle 1 Food into discard pile; gain +1 Action each turn.
Empty Bottle: Slightly weakened its function curve.
New Relics
Donut (Common): On pickup, gain +7 Max HP.
Voodoo Doll (Common): When you apply Weak or Vulnerable, apply 1 additional stack.
Nameless Idle (Common): On pickup, gain +8 Max HP for every 100kg body weight. At the start of your turn, gain 4 Fullness.
Empathy Amulet (Common): When you take damage from Overstuff, deal the same amount to a random enemy.
Persian Carpet (Rare): Cards sold in shops are automatically upgraded.
Proof of Golden Blood(Rare): Upon entering a shop, convert your HP into gold; upon leaving, spend gold to restore HP.
Excavation Staff (Rare): Charges at the end of each battle. Spend 2 charges to phase through walls (cost increases by +1 per 100kg body weight).
Teleport Bra(Rare): After every 3 battles, obtain 1 mysterious milk.
Invisibility Cloak (Rare): At the start of combat, gain 1 Buffer. If body weight ≥150kg, also gain 2 Vulnerable.
Letter of Marque (Rare): After winning a normal battle, gain a random extra reward.
Divine Frescos (Legendary): At the start of combat, shuffle 2 Legendary cards into your draw pile.
Sword of Damocles (Legendary): At the start of combat, gain 1 Ritual. At the end of turn 7, take 80 damage.
Blessing of Abhoth (Boss): On pickup, gain 1 Enlightenment. You can never remove this curse. Each turn, the first time Satiety reaches zero, gain +1 Energy.
Midas’s Crown (Boss): Gain +1 Energy each turn. When you take unblocked damage, lose an equal amount of gold.
External Stomach(Boss): when picked up, gain 30 Capacity. Lose 4 Fullness at end of each turn.
New Items
Shield Ring (Common): Gain 8 Block.
Arcane Scroll (Common): 50% deal 4 damage 3 times, distribute to random enemy, 50% gain 4 Fullness 3 times
Abundant Incense (Rare): Until the end of battle. Gain 1 Strength, 1 Armor, and 1 Resilience, apply 4 Abnormal Appetite
Mysterious Milk (Legendary): Restore 10 HP and gain 15 Fullness
Bottled Homunculus (Legendary): Restore your body weight to the value it was when you picked up this item.
Card Adjustments
Excessive Exercise: Now grants 2 Energy; lose -5/-3 Strength until end of turn.
Calories Bomb: New effect – Overstuff: Action cost increases by 1.
Body Slam: Now deals 8/10 damage; if body weight ≥90kg, instead deals 15/20 damage.
Windfall: Now draw 2/3 cards and shuffle 2/3 Food into your draw pile.
Leave no Waste: Action cost reduced to 1; damage reduced to 3/4.
Fairy Blessing – Energy: Overstuff effect changed to gain 3 Energy.
Earthquake: Now costs 3; deal 7/9 damage to all enemies 3 times. If body weight ≥200kg, instead costs 1.
Creepy Dessert: Damage increased to 7/10.
Dual-Wielding Shields: Now gain 15/20 Block, then end your turn. Fullness damage taken this turn can be blocked.
Self-Discipline: Now costs 1/0; gain 2 Energy. This turn, you cannot gain Fullness. Exhaust.
Forget it: Now deals 9/12 damage. Exhaust all Status cards in hand, then draw that many cards.
Gym Schedule: Now gain 2/3 Strength; shuffle 1 Muscle Soreness into your draw pile.
Tempered Edge: Action cost reduced to 1.
Elastic Fat: Now gain 2/3 Armor and Thorns.
Stomach Expansion: When you gain Fullness while already Overstuff, gain +1 Capacity.
Fat Padding: Now grants 1/2 Buffer; for every 120kg body weight, gain 1 additional Buffer.
Entralled Blessing: Now gain Satiety equal to 20% of body weight, +1/2 Energy, and draw 2 cards.
Magical Backpack: At the start of each turn, add 1 random card from [Self-Replicating Cake, Mana, Food, Hunger] to your hand. Upgraded: becomes Innate.
Sanguine Sip: Damage increased to 1.
Fattening Form: Now whenever you gain Fullness during your turn, gain 2 Vigor.
Divine Grace: Now costs 3; gain Mana until your hand is full. Exhaust, Ethereal.
Labyrinth Cookbook: Now deals 10/12 damage; if it kills a non-minion enemy, permanently increase Capacity by 2/3.
New Card
Hoarder (Rare): Gain the effect of Fattening Form(old version).